Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_WEAPON_SHOTGUN_H
#define TF_WEAPON_SHOTGUN_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weaponbase_gun.h"
#if defined( CLIENT_DLL )
#define CTFShotgun C_TFShotgun
#define CTFShotgun_Soldier C_TFShotgun_Soldier
#define CTFShotgun_HWG C_TFShotgun_HWG
#define CTFShotgun_Pyro C_TFShotgun_Pyro
#define CTFScatterGun C_TFScatterGun
#define CTFShotgun_Revenge C_TFShotgun_Revenge
#define CTFSodaPopper C_TFSodaPopper
#define CTFPEPBrawlerBlaster C_TFPEPBrawlerBlaster
#define CTFShotgunBuildingRescue C_TFShotgunBuildingRescue
#define CTFLeech C_TFLeech
#endif
// Reload Modes
enum
{
TF_WEAPON_SHOTGUN_RELOAD_START = 0,
TF_WEAPON_SHOTGUN_RELOAD_SHELL,
TF_WEAPON_SHOTGUN_RELOAD_CONTINUE,
TF_WEAPON_SHOTGUN_RELOAD_FINISH
};
//=============================================================================
//
// Shotgun class.
//
class CTFShotgun : public CTFWeaponBaseGun
{
public:
DECLARE_CLASS( CTFShotgun, CTFWeaponBaseGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFShotgun();
virtual int GetWeaponID( void ) const { return TF_WEAPON_SHOTGUN_PRIMARY; }
virtual void PrimaryAttack();
virtual void PlayWeaponShootSound( void );
#ifdef GAME_DLL
virtual CDmgAccumulator *GetDmgAccumulator( void ) { return &m_Accumulator; }
#endif // GAME_DLL
protected:
void Fire( CTFPlayer *pPlayer );
void UpdatePunchAngles( CTFPlayer *pPlayer );
private:
CTFShotgun( const CTFShotgun & ) {}
#ifdef GAME_DLL
CDmgAccumulator m_Accumulator;
#endif // GAME_DLL
};
// Engineer's revenge shotgun.
class CTFShotgun_Revenge : public CTFShotgun
{
public:
DECLARE_CLASS( CTFShotgun_Revenge, CTFShotgun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CTFShotgun_Revenge();
virtual int GetWeaponID( void ) const { return TF_WEAPON_SENTRY_REVENGE; }
void Precache();
virtual void PrimaryAttack();
virtual void SentryKilled( int iKills );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
virtual bool Deploy( void );
virtual int GetCustomDamageType() const;
int GetCount( void );
float GetProgress( void ) { return 0.f; }
const char* GetEffectLabelText( void ) { return "#TF_REVENGE"; }
#ifdef CLIENT_DLL
virtual void SetWeaponVisible( bool visible );
virtual int GetWorldModelIndex( void );
#else
virtual void Detach();
#endif
};
// Scout version. Different models, possibly different behaviour later on
class CTFScatterGun : public CTFShotgun
{
public:
DECLARE_CLASS( CTFScatterGun, CTFShotgun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual int GetWeaponID( void ) const { return TF_WEAPON_SCATTERGUN; }
virtual bool Reload( void );
virtual void FireBullet( CTFPlayer *pPlayer );
virtual void ApplyPostHitEffects( const CTakeDamageInfo &inputInfo, CTFPlayer *pPlayer );
virtual void FinishReload( void );
virtual bool HasKnockback( void );
virtual bool SendWeaponAnim( int iActivity );
#ifdef GAME_DLL
virtual void Equip( CBaseCombatCharacter *pOwner );
#endif // GAME_DLL
};
class CTFShotgun_Soldier : public CTFShotgun
{
public:
DECLARE_CLASS( CTFShotgun_Soldier, CTFShotgun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual int GetWeaponID( void ) const { return TF_WEAPON_SHOTGUN_SOLDIER; }
};
// Secondary version. Different weapon slot, different ammo
class CTFShotgun_HWG : public CTFShotgun
{
public:
DECLARE_CLASS( CTFShotgun_HWG, CTFShotgun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual int GetWeaponID( void ) const { return TF_WEAPON_SHOTGUN_HWG; }
};
class CTFShotgun_Pyro : public CTFShotgun
{
public:
DECLARE_CLASS( CTFShotgun_Pyro, CTFShotgun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual int GetWeaponID( void ) const { return TF_WEAPON_SHOTGUN_PYRO; }
};
class CTFSodaPopper : public CTFScatterGun
{
public:
DECLARE_CLASS( CTFSodaPopper, CTFScatterGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual int GetWeaponID( void ) const { return TF_WEAPON_SODA_POPPER; }
virtual void ItemBusyFrame( void );
virtual void SecondaryAttack( void );
const char* GetEffectLabelText( void ) { return "#TF_HYPE"; }
float GetProgress( void );
};
class CTFPEPBrawlerBlaster : public CTFScatterGun
{
public:
DECLARE_CLASS( CTFPEPBrawlerBlaster, CTFScatterGun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual int GetWeaponID( void ) const { return TF_WEAPON_PEP_BRAWLER_BLASTER; }
const char* GetEffectLabelText( void ) { return "#TF_Boost"; }
float GetProgress( void );
};
class CTFShotgunBuildingRescue : public CTFShotgun
{
public:
DECLARE_CLASS( CTFShotgunBuildingRescue, CTFShotgun );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
virtual int GetWeaponID( void ) const { return TF_WEAPON_SHOTGUN_BUILDING_RESCUE; }
virtual float GetProjectileSpeed( void );
virtual float GetProjectileGravity( void );
virtual bool IsViewModelFlipped( void );
};
#endif // TF_WEAPON_SHOTGUN_H